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FBANext PS3 r424 MC68000 / Z80 Arcade Emulator is Released


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199w ago - Today squarepusher2 has updated the MC68000 / Z80 Arcade Emulator to FBANext PS3 r424, which includes many changes as outlined below.

Download: FBANext PS3 - r424 (FW 1.92+/FW 3.15/FW 3.41/CFW 3.55)

To quote: Since I now have commit access (thanks to Lantus), I can drop the 'custom' label and instead give you straight version releases.

This one I committed today - it includes all my changes from the previous three or four custom versions including a ton of additional improvements - this CHANGELOG is probably not very decipherable for the average user, but I'm going to post this here anyway since it would take too long to create a new CHANGELOG:

CHANGELOG (r424)

  • (PS3) Added waterpaint-normalcontrast.cg, waterpaint-normalcontrast-scanline.cg, waterpaint-highcontrast.cg, waterpaint-highcontrast-scanline.cg shaders
  • (PS3) Optimized crt.cg shader - now runs at 60fps (fullspeed) at 1080p (1920x1080). Also added crt-highgamma.cg.
  • (PS3) Texture references used - far faster graphics code as a result. Also adapted refreshwithalpha so that it looks the same as it did before without texture references.
  • (PS3) Added all the shaders added inbetween r423 and the custom versions
  • (PS3) Replaced inlineASM in burnint.h with intrinsic so that it can be compiled with SNC. Also commented out little endian functions in blargg_endian.h to get SNC to work
  • (PS3) Commented out all exceptions and try - catch blocks in files such as ticpp.cpp and others - SNC by default works with exception support disabled - also exceptions have performance overhead - commenting out the exceptions and the try-catch blocks for both GCC and SNC increased performance.
  • (PS3) Got rid of virtual function call overhead in classes that inherited from a base class with virtual function definitions - such as the Cellframework Audio driver, and FBA's aud_audio.h itself. Led to measurable performance increases and lag reduction.
  • (PS3) Better button responsiveness - in PS3/run.cpp, for some reason button input was only being registered one out of every three frames - commented that out. There were tons of other branches in the interface code that are unnecessary - checking for bDrivOkay for instance in video_interface and vid_psgl - that were commented out for
    PS3. This could similary be applied to FBA 360 for some performance gains - same with the elimination of virtual function call overhead.
  • (PS3) Menu scrolling with the D-pad/analog stick in the ROM browser/settings menu/ingame menu by pressing and holding directional keys.
  • (PS3) Shaders now receive three additional input params for the main vertex program (main_vertex). This allows us to offload some more calculations from the fragment shader which leads to increased performance.
  • (PS3) Added back ability to go to Service menu by pressing R3 button.
  • (Core) - Rygar driver colors are restored again to normal colors - during the update to FBA beta, a swapword statement was left out.
  • (PS3) Makefile works now for either SNC or GCC. Change CELL_BUILD_TOOLS to set either of the two. The best speed I currently get with GCC for some odd reason.
  • (PS3) Makefile and preprocessor statements in the code now let you compile the source and have it detect your SDK version automatically.
  • (PS3) There is a special debug mode you can activate (CELL_DEBUG_CONSOLE = 1) where a Telnet server will be running in the background which you can telnet into - in this mode, you can track variables and/or dump screenshots on the HDD.
  • (PS3) Better speed, far less lag as a result of all of the above. PS. Every change above only affects the PS3 version.





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Comments 166 Comments - Go to Forum Thread »

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#151 - superkamenrider - 99w ago
superkamenrider's Avatar
Nice! I have to check this out.

#150 - mahidi - 99w ago
mahidi's Avatar
on rebug 4.30.1 when i press X to lunch any rom, its hit me back to xmb?? anybody has similar problem??

too bad this emu doesn't work on rebug 4.30.1

#149 - PS3 News - 99w ago
PS3 News's Avatar
Following up on the recent PS3 RetroArch v0.9.8 release, today PlayStation 3 developer CaptainCPS-X has made available a FB Alpha RL (Retro Loader) v1.00 for PS3 CFW 3.40 / 4.XX users with details below.

Download: [Register or Login to view links] (8.5 MB) / [Register or Login to view links] (Mirror) / [Register or Login to view links] (Mirror #2)

To quote: Hiyas everyone, today I come with something that I've been working for the last few days, please read the documentation before using it, I know that some people don't usually like to read, but please take a minute to read and see what FB Alpha RL offers.

Note: I verified the problems with emulation of CPS-1, and it seems it is only happening on libretro port, not on the Windows official release of FB Alpha. I tried to see if I could find the issue, but I couldn't identify it.

Information:

As a dev from the official FB Alpha Team, FB Alpha RL was made with a objective in mind, to keep the original experience from the official FB Alpha (for Windows OS) on the PS3 system.

Even when I don't know how to implement a fancy GUI for the PS3 system with textures and all the complicated stuff, I managed to use my previous application core (gamePKG core) to create this nice frontend for RetroArch's FB Alpha core.

I know that RetroArch is already a frontend, but I like to keep things simple and straight to the point.

Please, read the technical info for more details.

Technical Info:

Signed for CFW 3.40 / 4.XX (should work for everyone). Tested at 1080p resolution via HDMI.

FB Alpha RL uses a custom "burn_drivers.h" header file that was generated by modifying the official windows version of FB Alpha with a routine to generate such file on launch.

The header have a big structure with all the information for all supported drivers in FB Alpha v0.2.97.28. Information such as:

  • Romset Name (Ex. kof2002)
  • Parent ROM (Ex. sf2)
  • Year
  • Manufacturer (Ex. Capcom)
  • System (Ex. Neo Geo)
  • Max players
  • Game Screen Resolution
  • Game Screen Aspect Ratio

Future release will have a custom generated header with all the ROM information as well, so the application will be able to verify every romset with precise CRC32 checks (as in the official FB Alpha for Windows).

FB Alpha RL will scan the following directories for ZIP files:

Specific directories:

/dev_hdd0/game/ROMS00000/USRDIR
/dev_hdd0/game/ROMS00000/USRDIR/fba
/dev_hdd0/game/SSNE10000/USRDIR/cores/roms

Generic directories:

/dev_*/roms
/dev_*/roms/fba

Devices scanned are:

dev_hdd0 (PS3 Internal HDD)
dev_usb000 (External USB)
dev_usb001 (External USB)
dev_usb002 (External USB)
dev_usb003 (External USB)
dev_cf (Compact Flash)
dev_sd (SD Card)
dev_ms (Memory Stick)

NOTE: You don't need the official RetroArch installed, this already has my own modified build incorporated into FB Alpha RL installation directory. So you can safely install the official RetroArch and it won't interfere.

Usage:

  • Use UP and DOWN to select Games.
  • Press (X) to Load the selected Game.
  • Press (O) to Quit and return to XMB.
  • Press [SELECT] to Load "RetroArch" (FB Alpha Core).

Features:

  • Auto configure screen Aspect Ratio on game load.
  • Quick ROM(s) scanning in extensive path locations.
  • Romset validation against FB Alpha v0.2.97.28 drivers library.
  • Checking for duplicate ROM(s).
  • Detailed info about listed ROM(s).
  • Full game name display for easier navigation.
  • Direct loading of ROM(s).
  • Simple GUI & nice application logos(LMAO xD).

WIP / Coming on future releases:

  • Set System Input preset on Game Load (Ex. NeoGeo.cfg / Shooters.cfg / etc).
  • Simple Input Mapping feature.
  • Display Extended ROM information by pressing (/\).

Changelog:

  • 1.00 (January 30, 2013) Initial Release

Thanks to:

[*]My buddies Treble Winner (Barry) / Kev / IQ_132 from the original FB Alpha Team

#148 - teckonebws - 114w ago
teckonebws's Avatar
Excellent!!!

#147 - jackalexander - 114w ago
jackalexander's Avatar
What version of fbanext do you have? I think mine is version r492 & all metal slug games, so far, have been working just fine. Since these are neo-geo games, make sure you have the right neo-geobios.zip (1.3+ mb ver.) placed in the same folder as your metal slug games. Or you can download the newer retroarch 0.9.7 emulator since neo-geo games runs well on them too.

 

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